
User16828992546124410355 (Scribd) asked a question.
Where can I learn about decoding Atmos?
If our service would like to add Atmos playback capabilities to our current player, where can I go to get information on what's required? I think ExoPlayer can just do it on Android? So if we sent the ADM BWF files to that it would just play? But I can't find anything on the site that's from the retailer side for adding Atmos support. I assume on iOS something extra special has to be done to get the headtracking that Apple Music + Atmos + Airpods do?

Most of information about Content Creation and Delivery regarding Dolby Atmos can be found here https://professionalsupport.dolby.com/s/learning.
ADM BWF is a Dolby Master file delivered in Broadcast Wave File. This kind of files could be edited and played back in to compatible DAWs. If you want to play it back inside some players they have to be encoded to Dolby Codec files such as Dolby Digital Plus with Joint Object Coding (DD+JOC). Such an encoding tool is e.g. Dolby Media Encoder 3.x or Dolby Encoding Engine.
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iOS does headtracking with spatial audio when you have airpods, which I believe they use Atmos for, what's required to make that work?
My understanding is that mobile platforms support Atmos natively, so it shouldn't be much trouble to play, but I want to identify where the gaps would be that would keep us from just playing something today.
Does Dolby have any sample Atmos files that can be used to test playback?
You can find many articles on what tools do you need to create your binaural Dolby Atmos mix.